After much testing and experimentation, I have come to a somewhat similar conclusion regarding both the Rift Mage and the Necromancer specializations. The conclusion being that you do not need to pick all the abilities in the specialization tree.
Rift Mage
Stonefist and Veilstrike are the best abilities in this specialization. Why ?
An upgraded Stonefist does good damage, has a decent mana cost, has a decent area of effect and it weakens all enemies in the game without fail.
Upgraded Veilstrike has really low mana cost, decent cooldown time and are good radius to apply Weakness on enemies. It works best in applying Weakness towards mooks and is not effective on teleporting enemies, giants and dragons.
Pull of the Abyss is awesome in theory but not so much in practice. Here's why -
Upgraded Veilstrike
Area of Effect: 5 meters.
Cooldown Time: 24 seconds.
Cost: 20 mana.
Weakened Duration: 10 seconds.
Upgraded Pull of the Abyss
Area of Effect: 6 meters.
Duration: 12 seconds.
Cooldown Time: 24 seconds.
Cost: 65 mana.
Weakened Duration: 10 seconds.
Upgraded Static Cage
Area of Effect: 9 meters.
Duration: 8 seconds
Cooldown Time: 32 seconds.
Cost: 65 mana.
Paralyzed Duration: 2 seconds.
Damage: Electric 50% per attack.
Veilstrike does most of what Pull of the Abyss does with less mana. More importantly, you save ability points by not investing Pull of the Abyss because it is optional due to the fact that it is at the end of the spell tree but like it or not you have to invest a point Veilstrike to get to the passives.
Additionally, Static Cage is far better than Pull of the Abyss. It has a larger radius and does more affects for the same mana cost. One could argue that Pull of the Abyss works brilliantly with Fire Mine but you can use Veilstrike on most enemies followed by Fire Mine. Or you could use Static Cage with Fire Mine. I would be more favorable towards Pull of the Abyss if spells like Blizzard worked properly and could be obtained without investing too much points into the Ice school.
What's more, you do not want to become a one trick pony and spam Pull of the Abyss + Fire Mine all the time. It makes playing Rift Mage as dull as playing a Knight Enchanter who spams Spirit Blade + Fade Cloak all the time. For now, as it stands, Pull of the Abyss is optional if you do not have Static Cage. Personally, why a mage would not want to invest in Static Cage is beyond me. If you do not have Static Cage, then you will want to have Pull of the Abyss. Otherwise, give Pull of the Abyss to Solas while your Inquisitor can have Veilstrike.
Which means that to get the best out of Rift Mage, you only need 8 ability points: Stonefist+, Veilstrike+, Encircling Veil , Restorative Veil, Twisting Veil, Smothering Veil.
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Necromancer
Walking Bomb is the only good ability in this specialization. Both Horror and Spirit Mark are bad. Here's why -
Upgraded Horror
Panic Duration: 6 seconds.
Area of Effect: 3 meters.
Cooldown Time: 24 seconds.
Cost: 50 mana.
Damage Per Second: 50% Spirit.
Armor Reduction: 20
Upgraded Wall of Fire
Size: 9 meters.
Duration: 20 seconds.
Damage Per Second: 200% Fire.
Damage Over Time: 15 seconds (with Pyromancer)
Fear Duration: 5 seconds.
Cooldown Time: 32 seconds.
Cost: 35 mana.
Wall of Fire is cheaper, has longer damage over time, higher damage per second, and larger radius. Horror only has cooldown time bonus and an extra second of panic/fear. Wall of Fire is far superior to Horror.
Spirit Mark is bad because it is bugged. Target resurrected with Spirit Mark behave in a really stupid manner. The best way to describe AI behavior under Spirit Mark is to equate it to AI behavior under Dominate in Mass Effect 3. Enemies under Spirit Mark just blindly stand there and their targeting is awful. I guess it is immersive since we are reanimating a corpse with proto-spirits drawn to death and proto-spirits are not very intelligent creatures but that immersion is turning what is theoretically a good ability into a bad one. There is also the fact that it can bug the game out when you are done with a particular combat. Yes, you have to toggle it on or off but it does other crazy things outside of combat that forces you to reload.
Which means to make the most out of Necromancer, you only need 7 ability points: Horror, Walking Bomb+, Death Siphon, Blinding Terror, Power of the Dead, Simulacrum.
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Conclusion
The only really good abilities from Rift Mage and Necromancer are Stonefist, Veilstrike and Walking Bomb respectively. Just invest in those abilities and the passives to make the most out of both specializations. Elemental substitutes such as Static Cage and Wall of Fire are far superior to Pull of the Abyss and Horror. Spirit Mark is bugged. Now bugs can get fixed and patched up but Bioware has a well known history of not patching things that needed patching and instead patching things that did not need patching. The Amulet of Power is a good example.
Thoughts and comments are welcome.
EDIT: Modified some things regarding Rift Mage after feedback. Kudos to PapaCharlie9





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